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ukanwat/overtime

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1

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.

ukanwat/overtime3871 repo~1.8kAutomated safety check: PassApache-2.0today
2

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…

ukanwat/overtime3871 repo~2.2kAutomated safety check: PassApache-2.0today
3

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…

ukanwat/overtime3871 repo~1.8kAutomated safety check: PassApache-2.0today
4

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.

ukanwat/overtime3871 repo~2.1kAutomated safety check: PassApache-2.0today
5

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…

ukanwat/overtime3871 repo~2.3kAutomated safety check: PassApache-2.0today
6

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…

ukanwat/overtime3871 repo~2.2kAutomated safety check: PassApache-2.0today
7

Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and…

ukanwat/overtime3871 repo~2kAutomated safety check: PassApache-2.0today
8

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design.

ukanwat/overtime3871 repo~1.8kAutomated safety check: PassApache-2.0today
9

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object…

ukanwat/overtime3871 repo~2.3kAutomated safety check: PassApache-2.0today
10

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and…

ukanwat/overtime3871 repo~1.9kAutomated safety check: PassApache-2.0today
11

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted…

ukanwat/overtime3871 repo~1.8kAutomated safety check: PassApache-2.0today
12

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave.

ukanwat/overtime3871 repo~1.9kAutomated safety check: PassApache-2.0today
13

Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in…

ukanwat/overtime3871 repo~1.8kAutomated safety check: PassApache-2.0today
14

Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController.

ukanwat/overtime3871 repo~1.4kAutomated safety check: PassApache-2.0today
15

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces…

ukanwat/overtime3871 repo~1.5kAutomated safety check: PassApache-2.0today
16

Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module…

ukanwat/overtime3871 repo~1.5kAutomated safety check: PassApache-2.0today
17

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent.

ukanwat/overtime3871 repo~1.5kAutomated safety check: PassApache-2.0today
18

Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++.

ukanwat/overtime3871 repo~1.5kAutomated safety check: PassApache-2.02 days ago
19

Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map…

ukanwat/overtime3871 repo~1.3kAutomated safety check: PassApache-2.02 days ago
20

Find and actually LOOK at real photographs — keyless image-search APIs, downloaded to disk so they render as images.

ukanwat/overtime387—~1kAutomated safety check: PassMIT2 days ago
21

How Overtime works, for answering the person's questions and acting correctly - where settings, MCP servers, budgets, backends, files and logs live, what each tool does, and the exact commands the…

ukanwat/overtime387—~3.2kAutomated safety check: WarnMIT2 days ago